Procedural animation in video games is becoming more and more common. It brings realism to games where physics engines are heavily used, GTA V is a good current day example of this. Procedural animation can be done with online motion synthesis. However, research on online motion synthesis is rarely applied in video game industry. One reason for this is that online motion synthesis can be very resource demanding.
In this thesis we explore if the control of bikes in videogames can be improved with online motion synthesis. This is accomplished by applying a pre-existing algorithm for online motion synthesis to a simulated biker and testing it in various situations we thought would simulate gameplay situations.
Based on the results we got from testing we concluded that the algorithm could be suitable for applications in video games. However, the algorithm used can be very resource demanding, which is not acceptable for gaming applications. With correct optimizations to the simulated characters and performance improvements to the algorithm video game industry could beneﬁt from an online motion synthesis algorithm like the one used.